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Since the LFG tool has came out, I noticed a trend particularly from tanks, by my personal experiences, of people frequently leaving before the instance is started or finished. I would like to propose a way to deter people from doing this even further. I don't think the initial 15min debuff does it enough justice and I perceive a huge advantage to tanks that seem to be doing it, which I believe correlates with their much shorter queue times compared to healers and dps.
Here's my suggestion, which expounds on the current debuff being utilized:
Utilize a point system where everyone starts at 0 points. If a player leaves before the final boss is finished (just the final boss), it would add 3-5 points to that player. For every 1 point that player has accumulated, that player's LFG queue debuff would increase by 1 minute, making the debuff longer. For every instance that player does complete, it'll subtract 1 point making the debuff shorter. Allow an option for the group to disable this point system to allow people (maybe guild groups) to farm any bosses that isn't the final boss (rarely that happens for any heroic).
I believe this system is simple and fair enough to help deter people especially ones with the privilege of shorter queue times from leaving the group before the instance is finished. Thoughts, opinions, criticisms?
Show some support/criticisms on my thread on the World of Warcraft in regards to this idea if you agree/disagree with it.
Comments
There are many perfectly legitimate reasons why someone would leave a dungeaon run early. You really do not want to punish players for that. What you should do is to discourage abuse of this. Decide on a treshold that seperates 'reasonable use' from 'abuse'.
In your system I would probably not start to penalize people until they accumulated 10-15 points. That number of aborted instance runs goes beyond just bad luck and would indicate a 'pattern of behaviour'. At that point you can start applying penalties to discourage it.
The whole idea isn't as much about the player and its more about the impact that player leaving has on the group as a whole. I waited 15-20 min at time to fill in that missing person. Even the run to catch up to the rest of the group can eat up 5 min on top of other things such as loading times etc. It's just plain old inconvenient and selfish for any player to leave before an instance is finished, no matter how you dice it. Even if something came up, its still not being fair to the rest of the group (and yes I do know IRL > WoW).
Again, its less than the individual and more about the inconvenience placed on the group as a result. Plus if that person only did it rarely, its really no big deal because they'll more likely than not, make it up easily after 3-5 instance runs anyway and they're only penalized a couple minutes. Plus I wouldn't see why there couldn't be implementations of allowing people to not penalize a person for leaving possibly via a kick (a kick shouldn't count towards penalizing since its involuntary).
I agree the system looks interesting but it needs some slack. Also the points should be deleted upon good behavior time.
How would you define good behavior time? With having to earn it by proving you can successfully complete an instance without screwing your group mates show some good behavior time. This shouldn't be some superficial timeout because thats what the queue debuff is at, in its current state. The numbers and the points obviously can be worked out, those are just values placed to help explain the concept, which is what's most important here. Let the implementors figure out the values, I just think we need some form of a system LIKE this to take away the advantage that tanks have over healers and healers/tanks have over dps because its definitely exploited to a level where its affecting many players' game experiences.
Why not just a thumbs up thumbs down system?
Leave an instance? If its no problem with the group then they dont vote.. If you just disappear they could give you a thumbs down if they wanted.
Mouthy Person? Thumbs down.
Think everyone is in instant epics soon as they ding 80? Thumbs down.
Good player? Thumbs up.
Just enjoy the dungeon crawl no matter if XX person is geared to the gills? Thumbs up.
ect. ect.
This would weed out the bad apples and give them what they deserve.
A system like that I'm afraid would encourage people to thumb down for other reasons and exploit the system. It needs to have limitations to the players because in my honest opinion, WoW's community isn't the greatest in terms of attitude and that might be attributed to its diverse crowd.
People would start thumbing down for other reasons such as low gear and personal vendettas against a class. Hence, a point system that people have to follow which only involves extending an already placed penalty, but pushed further out to prevent consistent behavior specifically in regards to leaving. This could possibly encourage people to think about working together as opposed to just working for themselves, which I think Blizzard has placed too much emphasis on within the system.
How would you define good behavior time?
Like it is done for the driving licence: No bad point = good behaviour => resets automatically after some time.
I've definitely noticed the tank-dropping trend... lately, probably 75% of the heroic ICC instances I've run, the tank has dropped after the first boss didn't drop the loot he wanted. That's a pretty damn bad rate. I'd love to see a system punishing this behaviour, especially as a heal/dps that has to wait vs insta-queue tanks. I think the ratings idea would have a lot of potential, accumulate points for dropping out before a run is finished, maybe a tweak could include a majority vote by the remaining players to override the default penalty and instead not penalize the person (ie, they let everyone know they might need to leave at the start, or IRL stuff happens, etc). It would definitely need to have a buffer zone, to ensure that players have a history of this behaviour instead of punishing anyone who randomly has something come up and have to go.
Blizzard just announced in the new patch 3.3.3 notes :
The debuff for deserting a group is now set at 30 minutes.
Also the "deserter" drop offs from tanks is much less in my own experience (ran about 100 heroic dungeons with the new system (2 each day) and I had twice a problem with a tank and I quitted once myself because obviously some of the group members were "high" and just kidding.
That's 3 to 5% of the runs.
Hardly anything incoveniant in view of the fact how easy the system really is. And it beats ... the 3 weeks I was looking for a group 2 years ago to do 2 particular dungeons. Now that was epic searching times back then.
I also get the impression that the system is even working much smoother these last days. DPS on our server is around 4 to 5 minutes (while it still marks 12 minutes, but it is certainly faster). I guess it is due to the new PvP competition which is in full swing and DPS is into more BG's too.
A golden tip: use the new LFG tool before or after the peak hours as the better tanks and healers are available then. They run the difficult Raids on prime time and do some badge runs on the heroics before and after their main guild event.
Want a real mmorpg? Play WOW with experience turned off mode and be Pve_Pvp King at any level without a rat race.
Well, you've obviously had a better experience then I. I'm guessing, however, that you were running randoms for the entire time, while my bad experience was only in the new ICC 5-mans, from tanks trying to get a specific drop rather than simply farming badges. I agree, it is better now then it was before as more people seem to be stepping into tanking roles and the queues are shorter, but the point remains that there should be some sort of penalty for people that leave their group high and dry.